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Messages - legionof1

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1831
XPiratez / Re: Piratez 0.98b TechTreeViewer (partial)
« on: April 14, 2016, 10:59:51 am »
In my case i do not have an install disk anymore(7 moves in 3 years stuff goes bye bye) and getting a legit copy is much more of a pain since 10 released.

1832
XPiratez / Small adjustment request
« on: April 14, 2016, 10:29:48 am »
Could base walls be reinforced by a smidgen feels a little flimsy when iffy quality(below 35 dmg)gunpowder weapons blows through several walls in a row on auto fire. For something that looks like metal 2 floors below ground I've met sturdier wood shacks. The shacks in question seem to be about 50/50 to mid 40s dmg guns.

The corner wedges in the lift on other hand feel remarkably sturdy generally withstanding lots of pretty high dmg explosives.

 

1833
After an an attack on your base the crackdown ships for that mission stop appearing. Now multiple factions can have multiple crackdown mission running at one time. But it sounds like to me that the base attack hit and concluded the mission. The actual ships that do the base attack are very fast(6000) so depending on base position relative to the spawns it possible for one to hit in between detection sweeps which are every 30 mins of in game time i think.

Crackdown missions come in 2 stages:
Stage 1 lots of normal ships trying to find a base by searching the region where there factions ship was shot down.
Stage 2 a single attack ship goes for the base. If it is shot down by base defenses after awhile another may try. Sometimes it bugs and you get a never ending series of ships getting shot down by base defenses.   

1834
Are we talking not seeing any on the Geoscape? It's possible to not have any crackdown ships spawn since crackdowns are dynamically generated based on player activity. Or are we talking something missing in intercepts or the battlescape?

1835
its how all the terrain works, since hover capable units use the TU of the ground in the tile they are in. Empty/flat tiles are cheapest. For example its faster for a hover tank to float up and over a hill then up the side despite the up and over being more total tiles.

1836
XPiratez / Re: Piratez 0.98b TechTreeViewer (partial)
« on: April 14, 2016, 08:27:53 am »
Latest version of firefox on windows 7. It appears to load properly but fails to produce any drop downs for text input. Sometimes it also fails to load the key in the bottom left with identical behavior. I wouldn't worry to much about it. More then likely its due to either my somewhat poor net or my relatively aged machine. It's well past time for a wipe and clean install from the ground up. But since i would like to keep 7 that particular option is no longer open.

1837
The upper level "ductwork" is pretty favorable to the player because its mostly one tile wide hallways with 2 hatches between tiles. So few foes at a time and little opportunity for return fire because of the LOS nature of autoclose hatches. However limited options to flank within the ducts themselves. Heavy armor foes can a big problem since multiple attackers are hard to pull off, and few rear shots. Under armor is also hard to get because no overhead space for arcing weapons. arcing weapons effective range is about 6-7 tiles while crouched.

The cavern level is an interesting "huge problem to no problem situation". The terrain down there has a very high TU cost so even the fastest things move quite slowly. Parrots with 120 TU go about 6-8 tiles a turn. Many, many short multi branch 1 tile wide paths exist with real short LOS. I think about 6 tiles is the longest straight line outside of under the hangers which are giant empty caves. So nothing is going to go real fast down there and come up behind a defense line in time to matter. However finding anything that wanders off down there can take a very long time. power armor and one tile terror units are even worse then in ducts because you spread out a ton to find things in the sewer so massing sufficient firepower while keeping track of the target without losing gals or lots of parrots because the almost melee LOS is a challenge.

However few foes actually go down into the caverns because the pathing tu cost is so high. Anything actively trying to go some where distant will not path though sewer. Its the random wandering guys that go down there and dink around getting lost.

1838
XPiratez / Re: Bugs & Crash Reports
« on: April 14, 2016, 05:42:07 am »
Minor Bug: Plasma subrifle clips appear as "STR_PIR_SUBRIFLE_CLIP" in manufacturing menu popup after plasma weapons research is completed.

1839
XPiratez / Re: How do you use Night Vision to your advantage?
« on: April 14, 2016, 02:38:12 am »
what you are running up against it that "light" and "sight" are different things. the gals can see and shoot farther then there personal lights. However things outside of light are as you described difficult to have good data for knowing what you are doing. You could for instance be bouncing rounds of a terror unit or one shoting a weakling. you the player don't know without light. The solution is the electro flare?(spelling) item buy-able on the black market after a small amount of research. These items produce light in a reasonable radius around them and can be throw like grenades with very high range.  The idea is put the light on the farside of a foe. Or what most of us do just cover the map in light from the safety of the landing craft and ignore what is a fairly fiddly advantage to use. Mercenary faction units and most power armor units have equal or superior sight to a base gal. In addition at turn 20 your units are reveled so only LOS matters for the enemy.

1840
okay i can see that being effective. I personally don't have an issue with lift breaching stage since by that point it usually an empty cube from explosives use. I also tend to come from above and below first rather then up the hallway at ground level.  different styles.

1841
XPiratez / Re: Piratez 0.98b TechTreeViewer (partial)
« on: April 14, 2016, 02:07:44 am »
Well cache clearing fixed it for chrome. Even though the cache was 6.3 megs before and after clearing so...... Firefox still borked but have it working in some form so meh. thks ivan

1842
XPiratez / Re: Piratez 0.98b TechTreeViewer (partial)
« on: April 13, 2016, 11:50:56 pm »
okay so the last few days i have not been to able to get the viewer to work properly. It doesn't provide a drop down list to inputs. For awhile the problem was solved by using a different browser. Now its the alternative browsers as well. Help? 

1843
XPiratez / Re: Bugs & Crash Reports
« on: April 13, 2016, 11:40:07 pm »
Oh hehe i remember those one time doors.

1844
Okay dug around in your save and yeah you are hung up on the tech bottle necks. Specifically Diplomacy and the subsequent broken prisoners. You are also missing a few country knowledge which are bottlenecks. Eurasian autonomy, pirate straits are the big ones that are missing. Capture guild hostesses to solve that bottleneck. I can't get the tech tree viewer to work right now so I am unsure whats the issue with diplomacy is.

Also your base design is weaker to ground attacks although it does maximize space. Foes spawn in hangers and the lift and having more connections gives you more places to defend. The ideal defensive setup looks something like this:

HHHHHH
HHHHHH
L
BB00000   H=hanger tiles L=lift B=barracks 0=other

This setup forces all attackers to come through the lift to attack you. in addition the majority of your units will spawn in barracks so having them close to the lift choke point cuts down on turns spent moving to defend.

1845
XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 10:56:12 pm »
Better too much info than not enough info. Also indeed, if you fall into the I-must-control-everything trap, it can get really tedious. Chill out, sit back, and enjoy the journey instead of being obsessed with optimization and finishing the game. Making that 1000 points a month to keep positive score is really easy.
snip...
I agree too much info better then too little, but the density makes finding the info you after a progressively slower progress as the game goes on.   
I was referring not so much to control as to the fairly frequent need to empty out the stores post mission and moving things around to produce what you want. The uber do everything base doesn't exist in Piratez. Some amount of fiddly shuffling will occur.   

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